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		<center><h3>Skinning Mapping</h3></center>
		
		<center><img src="TutorialMappingSkinning.png" align="middle" width="300"></center>

                
		<div id="orangeText">Description:</div><br>
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                The Skinning Mapping is widely used in computer animation:
                <ul>
                  <li>We set a weight to each simulated node.</li>
                  <li>By computing the influence of each node on a particle of the skin, we are able to model its deformation.</li>
                </ul>
                <p>We have implemented lots of different algorithms to let the user configure his skinning mapping the way he desires, adjusting the tradeoff between performance and quality.</p>
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		<div id="orangeText">Key points:</div>
		<ul>
		<li><u>Weighting algorithms:</u> The diffusion of the weights through the structure can be done using: 
	            <ul>
		      <li>Inverse of the square distance</li>
		      <li>Linear along the distance</li>
		      <li>Hermite</li>
		      <li>Spline</li>
		    </ul>
		</li>
		<br>
		<li><u>Distance algorithms:</u> To know this influence, we can use the distance of the particle of the skin to each simulated node. This distance can be:
		   <ul>
		      <li>Euclidean</li>
		      <li>Geodesic</li>
		      <li>Harmonic</li>
		  </ul>
		</li>
		<br>
		<li><u>Interpolating algorithms:</u> We implemented two methods to interpolate the deformation of the particles:
		    <ul>
		      <li>Linear Interpolation: the fastest, but can result in some nasty visual artifacts.</li>
		      <li>Dual Quaternion: it gives much nicer results, but is slightly slower.</li>
		    </ul>                
		</li>
		</ul>			
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